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Mastering Unreal Engine 4.X

You're reading from   Mastering Unreal Engine 4.X Master the art of building AAA games with Unreal Engine

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Product type Paperback
Published in Jun 2016
Publisher Packt
ISBN-13 9781785883569
Length 384 pages
Edition 1st Edition
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Author (1):
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Muhammad A.Moniem Muhammad A.Moniem
Author Profile Icon Muhammad A.Moniem
Muhammad A.Moniem
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Table of Contents (16) Chapters Close

Preface 1. Preparing for a Big Project 2. Setting Up Your Warrior FREE CHAPTER 3. Designing Your Playground 4. The Road to Thinkable AI 5. Adding Collectables 6. The Magic of Particles 7. Enhancing the Visual Quality 8. Cinematics and In-Game Cutscenes 9. Implementing the Game UI 10. Save the Game Progress 11. Controlling Gameplay via Data Tables 12. Ear Candy 13. Profiling the Game Performance 14. Packaging the Game Index

What this book covers

Chapter 1, Preparing for a Big Project, shows how to create a new project, set it up, edit its settings and making it ready to rock. Also, the advanced assets pipeline will be discussed so that readers can bring in their models into Unreal Engine.

Chapter 2, Setting Up Your Warrior, explains how to make the game's hero! We will be building a character controller mapped to the keyboard and mouse using C++. You will learn how to create the logic for the character, switch weapons, attack, and move with C++. The class will be converted to blueprints. You will learn how to add in animations and physics to make it move using C++.

Chapter 3, Designing Your Playground, shows how to build the game world! We will be using the editor tools and brushes to build a level, apply lighting and materials to it, and make it ready for the first round of testing the game's logic.

Chapter 4, The Road to Thinkable AI, shows how to build the game's creatures AI, which are going to detect the player and attack them based on distance, sight, and/or the noise made by the player. All scripting will be done in C++. Animations will be taken care of by the editor and some other cool options.

Chapter 5, Adding Collectables, spices things up with some collectables! We will learn about some of the triggering and overlapping events, more about adding new classes, and adding some physics to the collectable items.

Chapter 6, The Magic of Particles, shows how to add in some particles to complete the coolness! We use cascade to build particles for the enemies, weapons, and collectables, and learn to tie these to the game logic.

Chapter 7, Enhancing the Visual Quality, shows how to make the game better looking by focusing on the most important rendering features of the engine, to make things pretty. You will learn to bake light maps.

Chapter 8, Cinematics and In-Game Cutscenes, covers the tools required to build an in-game cut-scene for a better gameplay experience and story direction.

Chapter 9, Implementing the Game UI, shows how to add a solid UI to the game is what will get the players going "Hell Yeah!" Make use of Unreal Motion Graphics (UMG) to tinker with different screen sizes and build a superb looking UI for your game.

Chapter 10, Save the Game Progress, shows how to write a "save and load" function in order to save the progress in order to be able to resume the game later.

Chapter 11, Controlling Gameplay via Data Tables, shows how to use data tables to drive the gameplay values for the enemies and so on (it is widely used in tons of game genres, such as Tower Defense, RPG, Roguelike, RTS and so on)

Chapter 12, Ear Candy, shows how to add audio experience to the gameplay. You will learn how to cue the audio and use the clips in the scenes.

Chapter 13, Profiling the Game Performance, masters the various editor debugging and profiling tools to define the performance issues.

Chapter 14, Packaging the Game, you will learn how to make an executable of the game for release. We also add a splash screen to show you're the boss, cook the game, and then use the project launcher to release it.

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